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ONS Aratheia - Betas
Posted: Sun Nov 05, 2006 11:52 am
by Meledictum
First playable version of my new ONS map called ONS Aratheia. Two and half months of work. Links to download:
From our own downloadcenter
ONS-AratheiaBeta6 - Updated 08-03-2007
Min. player count is 16, max: 32. Suggestions and constructive criticism are welcome.

Posted: Sun Nov 05, 2006 12:50 pm
by }TCP{Carnage
Looks nice
Will add it to the server
Cheers
Car..
Posted: Sun Nov 05, 2006 1:05 pm
by the_kay
Looks really nice

Posted: Sun Nov 05, 2006 5:35 pm
by }TCP{Snowbird
You did a great job on this, and am looking forward to seeing it in the server.
Posted: Mon Nov 06, 2006 3:12 pm
by Kobra
ur map rock mel :rockon:
Posted: Sun Nov 12, 2006 1:26 pm
by Meledictum
Beta2 is ready.
Links:
Download from rapidshare:
http://rapidshare.com/files/3042721/ONS ... aBeta2.rar
from filelodge.com:
http://www.filelodge.com/files/room47/1 ... aBeta2.rar
Our own downloadcenter:
ONS-AratheiaBeta2 - 12-11-2006
List of changes:
- More ammo for link gun in all weapons lockers on the map.
- Better map optimization (there are still two points of map where FPs can drop to ~30).
- Added some detail here and there.
- Swapped Cicada and Raptor between Tower Node and Lake Node.
- The bot patchs are working now (means: the white line connects all nodes and cores).
- Modified Tower node building.
- Modified Lake node building.
Hope the number of channels will be lower.
Posted: Mon Nov 13, 2006 3:41 pm
by the_kay
Now that I played the map on the server, I here are my my $0.02:
First of all meledictum: You did a really great job on this map. One can really see that it is designed by a good mapper. The textures and terrain is really awesome.
My biggest problem with the map is, that it is way too big to run with accaptable FPS... my GeForce 6600 is not good enough I think...
There small points/bugs:
1. When you take the Cicada from Node 4 and you fly high, the game somehow crashes. You get stuck for one second and then you respawn (the Cicada is destroyed). Oddly enough, but you do not even get killed (if you open the console, there is no death message).
Normally if you fly too high, it is the same effect as if you would fly against a wall.
2. This one door (see screenshot bellow) does take ages to open. I noticed the same effect on Marcin's ONS map... Players spawn there and there is a node, so there is also a lot of fighting. And if you fight, doors should open quickly enough to jump through them.
Removing the door completely might have negative consequences; any raptors could shoot the node from outside. Perhaps you could just search for any faster-opening doors or you build something like this:
Code: Select all
| * |
|______ |
|_ ________
+
Legend:
-: Wall
+: Raptor (can't shoot the node)
*: Power Node
All in all: Great Job Mele! You got my respect

Posted: Mon Nov 13, 2006 4:05 pm
by Meledictum
}TCP{the_kay wrote:Now that I played the map on the server, I here are my my $0.02:
First of all meledictum: You did a really great job on this map. One can really see that it is designed by a good mapper. The textures and terrain is really awesome.
Thanks.
}TCP{the_kay wrote:
My biggest problem with the map is, that it is way too big to run with accaptable FPS... my GeForce 6600 is not good enough I think...
I'm now working on map optimization, it will be done in beta3 (there are some bugs with anti-portals)
}TCP{the_kay wrote:
There small points/bugs:
1. When you take the Cicada from Node 4 and you fly high, the game somehow crashes. You get stuck for one second and then you respawn (the Cicada is destroyed). Oddly enough, but you do not even get killed (if you open the console, there is no death message).
Normally if you fly too high, it is the same effect as if you would fly against a wall.
That's because there is a blocking volume on the sky. I have to change STallz (its the max height that air vehicles can reach)
}TCP{the_kay wrote:
2. This one door (see screenshot bellow) does take ages to open. I noticed the same effect on Marcin's ONS map... Players spawn there and there is a node, so there is also a lot of fighting. And if you fight, doors should open quickly enough to jump through them.
Removing the door completely might have negative consequences; any raptors could shoot the node from outside. Perhaps you could just search for any faster-opening doors or you build something like this:
Code: Select all
| * |
|______ |
|_ ________
+
Legend:
-: Wall
+: Raptor (can't shoot the node)
*: Power Node
The doors are placed there not because the Raptor, but because without these doors tank can hit the node from outside.
Now the doors are opening only if you touch them. I can make a trigger that will open the door if you enter to a specified area, but first i must read a tutorial how to make those triggers work.
}TCP{the_kay wrote:
All in all: Great Job Mele! You got my respect

And again i must say: Thanks!

Posted: Mon Nov 13, 2006 5:10 pm
by }TCP{Snowbird
I noticed the door also, and forgot to mention it.
You do not need a trigger, although it is more bot friendly, just set your movers settings.
double click your door to open its properties, and go under the tag "mover".
Set the move time to 1, and there you go. That is the easiest way to fix this, but you could put a trigger in.
Open the class browser, open the tab "Triggers", click on the "trigger", close the browser.
Right click where you need the trigger, and set the trigger there.
Open the trigger prperties and under events, set its tag to a name like trigger1. this is the triggers name. in the "event" put in the name of your door.
Now back to the door.
click on the door and open its properties.
Go under "Events" and under "tag" make sure this is the same name you gave the trigger under "event"
Now to tell the door is triggered.
Under the "mover" tag, double click on the "buseTriggered" tag, or use the drop down menu.
The basics are done.
You could set the radius, like the lights, to give a bigger or smaller radius for the player or vehicle, (you can also set this to just use one group, like a player or a vehicle) to open the door from a greater distace.
If I made any mistakes here, I am sorry, and if it does not work I cna help you further.
Posted: Fri Nov 17, 2006 9:03 pm
by Meledictum
Here comes Beta3, link:
From rapidshare.com:
http://rapidshare.com/files/3766798/ONS ... aBeta3.rar
From filelodge.com
http://www.filelodge.com/files/room47/1 ... aBeta3.rar
From our own downloadcenter :
ONS-AratheiaBeta3 - 17-11-2006
List of changes:
- 3 health packs at the core replaced with one Keg'o Health
- replaced some clientmovers with normal static meshes. Map should be less laggy now.
- improved optimization - more FPS
- added red teleporters in the core rooms. They will teleport you to outside, near the vehicles.
- now you won't die if you fly too high
Posted: Sat Nov 18, 2006 9:32 am
by }TCP{Killer
Good job m8 , a really nice map

Posted: Mon Nov 20, 2006 9:58 pm
by Delete this account pls
finally
but now i have uninstalled ut2k4
it looks really good from the screens keep up the good job m8
Posted: Sat Nov 25, 2006 2:20 pm
by Delete this account pls
I just played the map and i noticad there where no underground things
Could anyone make an underground map that has trams, multiple levels, underground rivers, lifts in a volcaninc place for ons or maybe CTF?
Posted: Sat Nov 25, 2006 3:21 pm
by }TCP{Snowbird
Sounds like a nice challenge for us TCP MAPPERS?
Posted: Sat Nov 25, 2006 4:18 pm
by Delete this account pls
really u think u could make a map like that?
it would be great if so